mobile graphics acceleration: past, present and future petri nordlund, bitboys
TRANSCRIPT
Mobile Graphics Acceleration:Past, Present and Future
Petri Nordlund, Bitboys
Agenda
• Bitboys
• Why Mobile Graphics Acceleration?
• Brief History of Mobile Graphics Acceleration
• Mobile Graphics Hardware Vendors
• The Future
• Demos
Bitboys
Bitboys Fact Sheet
• Graphics hardware solutions company established in 1991
• Offices in Espoo and Noormarkku, Finland
• Number of staff: 41
• Privately owned by management and investors
- Cipio Partners (London, Munich)
- Pohjola (Finland)
- 4 smaller Finnish investors
• Financially stable, profitable and growing
- Turnover 2003: 2,9 (0,5) M eur
- Turnover 2004: 4,7 (1,6) M eur
Bitboys Products
• Bitboys G12 - OpenVG 1.0 vector graphics accelerator
• Bitboys G34 - OpenGL ES 1.1 3D graphics accelerator
• Bitboys G40 - OpenGL ES 2.0 3D graphics accelerator
• Bitboys products are licensed tosemiconductor and mobile phonemanufacturers as IP (IntellectualProperty) cores
• Bitboys cores are integrated into theSoC (System-on-Chip) semiconductorproducts manufactured by the licensorof Bitboys technology
Why Mobile Graphics Acceleration?
Why Mobile Graphics Acceleration?
• By the end of this decade
- Mobile gaming becomes serious business
- Several new companies will enter the digital entertainment business
• Games have to look good and play slick
- Requires an integrated hardware graphics processor
• Given that an average mobile phone chipset already incorporates tens of IP cores, a graphics processor is relatively inexpensive addition
- On the other hand, already almost 10% of the silicon real-estate is reserved for graphics rendering
Why Mobile Graphics Acceleration?
• The need for graphics acceleration on mobile phones is driven by
- Need to differentiate
- Need to look good, anything visual sells
- Games need it, developers want it to create better content
- User interfaces need to be more responsive and easier to use
- All other computing platforms have it already
• Soon more graphics processors will be shipped on mobile phones than PCs
- In performance, mobile graphics hardware is five years behind PCs
2D, 3D and Vector Graphics
• The focus on PC graphics hardware is on 3D graphics
- On mobiles, 2D bitmap and vector graphics have even a stronger pull on the market
• Vector graphics
- Used for graphical user interfaces, games, applications and maps
- Vector graphics hardware is easy and cost-effective to integrate
- Provides content scalability and small content size
- Standardized APIs
- OpenVG 1.0 (low-level rendering API)
- SVG (file format)
- Flash Lite (from Macromedia)
Content Examples
Brief History of MobileGraphics Acceleration
The Brief History
• 2002 - “Year 0”- No mobile graphics API standards available- Basically no market for mobile graphics hardware- Imagination introduces PowerVR MBX graphics processor
• 2003 - Khronos introduces the OpenGL ES 1.0 API- Bitboys introduces the G10 graphics processor- ATI and NVIDIA enter the handheld graphics processor market- First serious deals signed
• 2004 - Khronos introduces the OpenGL ES 1.1 API- Bitboys introduces the G34 and G40 graphics processors- All major semiconductor vendors and mobile phone
manufactures include 3D graphics acceleration on their roadmaps
• 2005 - Khronos introduces the OpenGL ES 2.0 API, which supports vertex
and pixel shaders- Khronos introduces the OpenVG 1.0 for vector graphics
rendering- Bitboys introduces the G12 graphics processor
The API Standards
• OpenGL ES 1.1- Fixed-function (non-programmable) 3D graphics API- An embedded subset of the OpenGL 1.5 standard
• OpenGL ES 2.0- Programmable 3D graphics API, vertex shaders and pixel shaders- Includes OpenGL Shading Language (a subset)- An embedded subset of the OpenGL 2.0 standard
• OpenGL ES EGL- Interface between OpenVG/OpenGL ES APIs and the OS windowing
system- Similar to WGL in PC Windows environment
• OpenVG 1.0- Low-level API for 2D vector graphics
• Mobile 3D Graphics API for J2ME™- A retained and immediate mode 3D API for Java environment
• Microsoft Direct3D Mobile- Part of Windows CE 5.0- Similar to Direct3D on PC Windows
Currently Available Devices
• Basically all devices with 3D graphics hardware accelerators have been introduced during the past two years
• Handheld gaming devices leading the pack- Sony PSP (Sony proprietary)- Gizmondo (NVIDIA GoForce 3D)
• A small selection of phones available- Mitsubishi D504i (DoCoMo)- LG SV360 (ATI Imageon)- Samsung SPH-G1000 (Samsung 3D hardware?)
• PDAs- Dell Axim X50v (Imagination MBX)- Samsung SPH-M7000 (Imagination MBX)
Device Gallery
Mitsubishi D504iSony PSP
LG SV360
Samsung SPH-G1000 Samsung SPH-M7000 Dell Axim X50v
Mobile Graphics Hardware Vendors
The Players
• The major players are:
- ATI Canada
- Bitboys Finland
- Falanx Microsystems Norway
- Imagination Technologies UK
- Mitsubishi Japan
- NVIDIA US
• All companies of 3D graphics hardware IP for handheld devices
- ATI and NVIDIA also offer multimedia chips, with integrated 3D graphics hardware
Typical Features
• 2D graphics- BitBlt, fill, raster operations
• Vector graphics- Native vector graphics support or implementation over the 3D
pipeline- Polygon rasterization with anti-aliasing- Texturing and gradients (linear and radial)
• 3D graphics- Geometry processing in hardware - Rasterization, supersample or multisample anti-aliasing- Two textures / pixel- Bilinear and trilinear texture filtering- Texture decompression- OpenGL ES 1.x pixel pipeline
Typical Performance
• Geometry performance
- 1-3M triangles/s
- Realistically 15-20k polygons/frame
• Pixel processing
- 1 pixel per clock cycle => 100-200M pixels/second
- Realistically 5 layers of pixels on QVGA/VGA resolution
• Available memory bandwidth and power consumption are the two biggest limiting factors
The Future
Displays and CPU
• Displays
- Expect to see QVGA resolution displays next year on many phone models
- Some gaming phones will use horizontal displays
- VGA resolution in 2008
• CPU
- 300 MHz ARM CPUs in 2006
- 600 MHz ARM CPUs in 2007-2008
- Close to 1 GHz in 2008 with the next ARM Cortex family CPUs
Mobile Graphics Hardware
• Still expecting a breakthrough in 2006 timeframe
- Several interesting product announcements made this year
- Expect graphics hardware in smartphones/gaming phones by the end of the next year
• Vector graphics acceleration will be widely adopted
• Will take until 2007-2008 for graphics hardware to find its way to the high-volume basic phones
• Expect full vertex and pixel shader support in 2007 with OpenGL ES 2.0
• Expect robust performance
Mobile Gaming
• Consolidation of:- Gaming platforms- Mobile game vendors
• Battle over gaming platforms- DoCoMo i-mode- Nokia N-Gage- Qualcomm’s BREW- Symbian OS
• Casual and branded games will generatethe largest revenue
• Content delivery may no longer be an issue- Handset vendors have recognized the problem
and will provide solutions – WiFi, memory cards, …
User interfaces
• Vector graphics and 3D graphics user interfaces
- The main operating system GUI
- Application specific user interfaces
• Expect:
- Animated backgrounds
- Animated icons
- Transparent windows
- Customized skins
- 30FPS!
Demo Time!